unify callbacks with & without graphics & window
This commit is contained in:
@@ -10,7 +10,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let rad = 0.5;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.harness_mut().add_callback(move |physics, _, _| {
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testbed.add_callback(move |window, graphics, physics, _, _| {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0)
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.build();
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@@ -20,8 +20,11 @@ pub fn init_world(testbed: &mut Testbed) {
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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// TODO: need a way to access graphics & window
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// graphics.add(window, handle, &physics.bodies, &physics.colliders);
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if graphics.is_some() {
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graphics
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.unwrap()
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.add(window.unwrap(), handle, &physics.bodies, &physics.colliders);
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}
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let to_remove: Vec<_> = physics
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.bodies
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@@ -34,8 +37,10 @@ pub fn init_world(testbed: &mut Testbed) {
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.bodies
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.remove(handle, &mut physics.colliders, &mut physics.joints);
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// TODO: need a way to access graphics & window
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// graphics.remove_body_nodes(window, handle);
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// FIXME: need a way to access graphics & window in a loop
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// if graphics.is_some() {
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// graphics.unwrap().remove_body_nodes(window.unwrap(), handle);
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// }
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}
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});
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@@ -60,25 +60,23 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Setup a callback to control the platform.
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*/
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testbed
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.harness_mut()
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.add_callback(move |physics, _, run_state| {
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let platform = physics.bodies.get_mut(platform_handle).unwrap();
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let mut next_pos = *platform.position();
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testbed.add_callback(move |_, _, physics, _, run_state| {
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let platform = physics.bodies.get_mut(platform_handle).unwrap();
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let mut next_pos = *platform.position();
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let dt = 0.016;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.x += run_state.time.sin() * 5.0 * dt;
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let dt = 0.016;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.x += run_state.time.sin() * 5.0 * dt;
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if next_pos.translation.vector.x >= rad * 10.0 {
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next_pos.translation.vector.x -= dt;
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}
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if next_pos.translation.vector.x <= -rad * 10.0 {
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next_pos.translation.vector.x += dt;
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}
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if next_pos.translation.vector.x >= rad * 10.0 {
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next_pos.translation.vector.x -= dt;
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}
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if next_pos.translation.vector.x <= -rad * 10.0 {
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next_pos.translation.vector.x += dt;
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}
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platform.set_next_kinematic_position(next_pos);
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});
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platform.set_next_kinematic_position(next_pos);
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});
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/*
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* Run the simulation.
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@@ -69,28 +69,26 @@ pub fn init_world(testbed: &mut Testbed) {
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testbed.set_body_color(sensor_handle, Point3::new(0.5, 1.0, 1.0));
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// Callback that will be executed on the main loop to handle proximities.
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testbed
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.harness_mut()
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.add_callback(move |physics, events, _| {
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0),
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};
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testbed.add_callback(move |_, _, physics, events, _| {
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0),
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};
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let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent();
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let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent();
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let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent();
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let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent();
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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// TODO: need a way to access graphics & window
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// graphics.set_body_color(parent_handle1, color);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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// TODO: need a way to access graphics & window
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// graphics.set_body_color(parent_handle2, color);
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}
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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// FIXME: need a way to access graphics & window in a loop
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// graphics.set_body_color(parent_handle1, color);
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}
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});
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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// FIXME: need a way to access graphics & window in a loop
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// graphics.set_body_color(parent_handle2, color);
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}
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}
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});
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/*
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* Set up the testbed.
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@@ -34,7 +34,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
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colliders.insert(collider, ball_handle, &mut bodies);
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testbed.harness_mut().add_callback(move |physics, _, _| {
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testbed.add_callback(move |window, graphics, physics, _, _| {
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// Remove then re-add the ground collider.
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let coll = physics
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.colliders
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@@ -45,7 +45,13 @@ pub fn init_world(testbed: &mut Testbed) {
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.insert(coll, ground_handle, &mut physics.bodies);
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// TODO: need a way to access graphics & window
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// graphics.add_collider(window, ground_collider_handle, &physics.colliders);
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if graphics.is_some() {
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graphics.unwrap().add_collider(
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window.unwrap(),
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ground_collider_handle,
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&physics.colliders,
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);
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}
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});
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/*
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@@ -45,7 +45,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut extra_colliders = Vec::new();
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let snapped_frame = 51;
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testbed.harness_mut().add_callback(move |physics, _, _| {
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testbed.add_callback(move |window, graphics, physics, _, _| {
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step += 1;
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// Add a bigger ball collider
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@@ -56,8 +56,14 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(collider, ball_handle, &mut physics.bodies);
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// TODO: need a way to access graphics & window
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// graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
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if graphics.is_some() {
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graphics.unwrap().add_collider(
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window.unwrap(),
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new_ball_collider_handle,
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&physics.colliders,
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);
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}
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extra_colliders.push(new_ball_collider_handle);
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// Snap the ball velocity or restore it.
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@@ -97,8 +103,11 @@ pub fn init_world(testbed: &mut Testbed) {
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.colliders
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.insert(coll, ground_handle, &mut physics.bodies);
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// TODO: need a way to access graphics & window
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// graphics.add_collider(window, new_ground_collider_handle, &physics.colliders);
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//FIXME: This causes an error
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// if graphics.is_some() {
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// graphics.unwrap().add_collider(window.unwrap(), new_ground_collider_handle, &physics.colliders);
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// }
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extra_colliders.push(new_ground_collider_handle);
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});
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@@ -44,7 +44,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut step = 0;
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let snapped_frame = 51;
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testbed.harness_mut().add_callback(move |physics, _, _| {
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testbed.add_callback(move |_, _, physics, _, _| {
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step += 1;
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// Snap the ball velocity or restore it.
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@@ -26,7 +26,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut k = 0;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.harness_mut().add_callback(move |physics, _, _| {
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testbed.add_callback(move |window, graphics, physics, _, _| {
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k += 1;
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0, 0.0)
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@@ -41,8 +41,12 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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// TODO: need a way to access graphics & window
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// graphics.add(window, handle, &physics.bodies, &physics.colliders);
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if graphics.is_some() {
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graphics
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.unwrap()
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.add(window.unwrap(), handle, &physics.bodies, &physics.colliders);
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}
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if physics.bodies.len() > MAX_NUMBER_OF_BODIES {
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let mut to_remove: Vec<_> = physics
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@@ -69,8 +73,9 @@ pub fn init_world(testbed: &mut Testbed) {
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.narrow_phase
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.maintain(&mut physics.colliders, &mut physics.bodies);
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// TODO: need a way to access graphics & window
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// graphics.remove_body_nodes(window, *handle);
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// if graphics.is_some() {
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// graphics.unwrap().remove_body_nodes(window.unwrap(), *handle);
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// }
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}
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}
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});
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@@ -65,31 +65,29 @@ pub fn init_world(testbed: &mut Testbed) {
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* Setup a callback to control the platform.
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*/
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let mut count = 0;
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testbed
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.harness_mut()
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.add_callback(move |physics, _, run_state| {
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count += 1;
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if count % 100 > 50 {
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return;
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testbed.add_callback(move |_, _, physics, _, run_state| {
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count += 1;
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if count % 100 > 50 {
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return;
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}
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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let mut next_pos = *platform.position();
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let dt = 0.016;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.z += run_state.time.sin() * 5.0 * dt;
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if next_pos.translation.vector.z >= rad * 10.0 {
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next_pos.translation.vector.z -= dt;
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}
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if next_pos.translation.vector.z <= -rad * 10.0 {
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next_pos.translation.vector.z += dt;
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}
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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let mut next_pos = *platform.position();
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let dt = 0.016;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.z += run_state.time.sin() * 5.0 * dt;
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if next_pos.translation.vector.z >= rad * 10.0 {
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next_pos.translation.vector.z -= dt;
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}
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if next_pos.translation.vector.z <= -rad * 10.0 {
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next_pos.translation.vector.z += dt;
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}
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platform.set_next_kinematic_position(next_pos);
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}
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});
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platform.set_next_kinematic_position(next_pos);
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}
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});
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/*
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* Run the simulation.
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@@ -73,28 +73,30 @@ pub fn init_world(testbed: &mut Testbed) {
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testbed.set_body_color(sensor_handle, Point3::new(0.5, 1.0, 1.0));
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// Callback that will be executed on the main loop to handle proximities.
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testbed
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.harness_mut()
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.add_callback(move |physics, events, _| {
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0),
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};
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testbed.add_callback(move |_, graphics, physics, events, _| {
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let graphics = &graphics;
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0),
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};
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let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent();
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let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent();
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let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent();
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let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent();
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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// TODO: need a way to access graphics & window
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// graphics.set_body_color(parent_handle1, color);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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// TODO: need a way to access graphics & window
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// graphics.set_body_color(parent_handle2, color);
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match graphics {
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Some(graphics) => {
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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// graphics.set_body_color(parent_handle1, color);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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// graphics.set_body_color(parent_handle2, color);
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}
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}
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None => {}
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}
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});
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}
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});
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/*
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* Set up the testbed.
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@@ -1,4 +1,8 @@
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use crate::physics::{PhysicsEvents, PhysicsState};
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use crate::{
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physics::{PhysicsEvents, PhysicsState},
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GraphicsManager,
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};
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use kiss3d::window::Window;
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use plugin::HarnessPlugin;
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use rapier::dynamics::{IntegrationParameters, JointSet, RigidBodySet};
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use rapier::geometry::{BroadPhase, ColliderSet, NarrowPhase};
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@@ -48,7 +52,17 @@ pub struct Harness {
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pub state: RunState,
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}
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type Callbacks = Vec<Box<dyn FnMut(&mut PhysicsState, &PhysicsEvents, &RunState)>>;
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type Callbacks = Vec<
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Box<
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dyn FnMut(
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Option<&mut Window>,
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Option<&mut GraphicsManager>,
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&mut PhysicsState,
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&PhysicsEvents,
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&RunState,
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),
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>,
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>;
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#[allow(dead_code)]
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impl Harness {
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@@ -130,7 +144,15 @@ impl Harness {
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self.plugins.push(Box::new(plugin));
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}
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pub fn add_callback<F: FnMut(&mut PhysicsState, &PhysicsEvents, &RunState) + 'static>(
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pub fn add_callback<
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F: FnMut(
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Option<&mut Window>,
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Option<&mut GraphicsManager>,
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&mut PhysicsState,
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&PhysicsEvents,
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&RunState,
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) + 'static,
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>(
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&mut self,
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callback: F,
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) {
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@@ -138,6 +160,14 @@ impl Harness {
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}
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pub fn step(&mut self) {
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self.step_with_graphics(None, None);
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}
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pub fn step_with_graphics(
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&mut self,
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window: Option<&mut Window>,
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graphics: Option<&mut GraphicsManager>,
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) {
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#[cfg(feature = "parallel")]
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{
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let physics = &mut self.physics;
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@@ -180,8 +210,26 @@ impl Harness {
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plugin.step(&mut self.physics, &self.state)
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}
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for f in &mut self.callbacks {
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f(&mut self.physics, &self.events, &self.state)
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// FIXME: This assumes either window & graphics are Some, or they are all None
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// this is required as we cannot pass Option<&mut Window> & Option<&mut GraphicsManager directly in a loop
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// there must be a better way of doing this?
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match (window, graphics) {
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(Some(window), Some(graphics)) => {
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for f in &mut self.callbacks {
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f(
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Some(window),
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Some(graphics),
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&mut self.physics,
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&self.events,
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&self.state,
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);
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}
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}
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_ => {
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for f in &mut self.callbacks {
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f(None, None, &mut self.physics, &self.events, &self.state);
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}
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}
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||||
}
|
||||
|
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for plugin in &mut self.plugins {
|
||||
|
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@@ -3,10 +3,10 @@ use std::mem;
|
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use std::path::Path;
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use std::rc::Rc;
|
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|
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use crate::engine::GraphicsManager;
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use crate::physics::{PhysicsSnapshot, PhysicsState};
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use crate::physics::{PhysicsEvents, PhysicsSnapshot, PhysicsState};
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use crate::plugin::TestbedPlugin;
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use crate::ui::TestbedUi;
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use crate::{engine::GraphicsManager, harness::RunState};
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|
||||
use kiss3d::camera::Camera;
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use kiss3d::event::Event;
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||||
@@ -392,6 +392,21 @@ impl Testbed {
|
||||
self.plugins.clear();
|
||||
}
|
||||
|
||||
pub fn add_callback<
|
||||
F: FnMut(
|
||||
Option<&mut Window>,
|
||||
Option<&mut GraphicsManager>,
|
||||
&mut PhysicsState,
|
||||
&PhysicsEvents,
|
||||
&RunState,
|
||||
) + 'static,
|
||||
>(
|
||||
&mut self,
|
||||
callback: F,
|
||||
) {
|
||||
self.harness.add_callback(callback);
|
||||
}
|
||||
|
||||
pub fn add_plugin(&mut self, plugin: impl TestbedPlugin + 'static) {
|
||||
self.plugins.push(Box::new(plugin));
|
||||
}
|
||||
@@ -1221,7 +1236,9 @@ impl State for Testbed {
|
||||
if self.state.running != RunMode::Stop {
|
||||
for _ in 0..self.nsteps {
|
||||
if self.state.selected_backend == RAPIER_BACKEND {
|
||||
self.harness.step();
|
||||
let graphics = &mut self.graphics;
|
||||
self.harness
|
||||
.step_with_graphics(Some(window), Some(graphics));
|
||||
|
||||
for plugin in &mut self.plugins {
|
||||
plugin.step(&mut self.harness.physics)
|
||||
|
||||
Reference in New Issue
Block a user